FBasePassMeshProcessor crashes in ODSC code because the WorldGridMaterial doesn't support translucency

UE - Rendering - Architecture - Jan 30, 2023

UDN: [Link Removed] Slack: [Link Removed] Then, the return value of TryAddMeshBatch is determined by FBasePassMeshProcessor::Process. When the crash occurs, GetBasePassShaders fails to get the shad ...

Make UInstancedStaticMeshComponent::UpdateInstanceBodyTransform protected

UE - Rendering - Architecture - Jan 23, 2023

From the UDN ticket here: [Link Removed] We are developing a plug in which contains classes built from UInstancedStaticMeshComponent, overriding its virtual functions to update our mesh instances o ...

Nanite meshes don't render to RVT

UE - Rendering - Architecture - Jan 16, 2023

Static meshes that use Nanite never write to RVT. We've been recommending a workaround to create a secondary non-nanite mesh component that only writes to RVT, but that is a big overhead for product ...

Virtual Texture not streaming with Thin Translucency

UE - Rendering - Architecture - Aug 24, 2022

When using a virtual texture sampler for a thin translucent material, and that material occludes other objects that sample virtual textures, the occluded objects don't stream their VT. ...

Material fails to compile when virtual texture is connected to opacity mask only through Set/Get Material Attributes

UE - Rendering - Architecture - Aug 19, 2022

If we connect a virtual texture to the opacity mask output of a material the material will fail to compile. This is expected. However if the opacity mask uses a regular texture connected via SetMat ...

Mesh Decals don't work with HISM of non-nanite meshes

UE - Rendering - Architecture - Aug 10, 2021

The HISM on the right has 4 instances light the ISM on the left, but only one instance works with the mesh decal material.  [Image Removed] ...